You are right. They are the same glasses. The problem is that they have transition lenses. I didn't realize how much they had changed when I went outside. Someone suggested that I should have made them dark for the inside shot after coming back from the daydream!

@HitfilmSensei&nbsp; Wow! The Tie Fighter video is brilliant! I have tended to avoid importing models because I could never figure this out on my own, but after seeing the solution it seems so obvious. Mega kudos.

At first I was finding it odd that your second point didn't directly follow the first. I don't know if you found a bug, or if it's an artifact of order of operations (since Behavior comes after Transform). Might be worth REPORTING as a bug just to see what the devs say?

(EDIT: @Ady is the behavior in the above paragraph expected or a bug?)

For the section of the tutorial where you start duplicating instances, I refer to this Simon Jones tutorial on duplicating fleets with the particle sim.

As keyframed animation on a point the source model is parented to translates to its particle clones, this would be a very easy way to get a MASSIVE battle going. Just stick both ship models in the same layer with each ship parented to the correct points in the Model folder and the particle sim will grab both ships.

This also reduces the number of layers greatly.

Excellent tutorial, Jay. One of your best!

I would be remiss if I didn't call you out for Star Wars SFX in a BSG animation. For future use, buddy...

Considering this level of fleet was possible in HF4 with a single animated model and a particle sim with start frame offsets and a little bit of Lifetime graph, these new behaviors are going to make this sort of thing easier and faster to set up for even more impressive results!

Thank you for your kind words.I spoke with Cedric about the Behavior "bug" and he didn't seem to react to it as if it were a bug, so I assumed this must be how it works.

You are right about the duplicating fleets idea. Essentially what I did was create four "hero ships" as Simon called them. Duplicating the hero ships with the particle sim would most certainly create a MASSIVE battle scene.. Probably far too much for my computer.

The reason I went with Vipers was because the model is very resource light and I could do the whole tutorial without lag. I cannot say the same for the X-Wing and Tie Fighters. Thanks for the link to the BSG page. I am thinking about making a BSG fan film, so that will come in handy for sure!

One thing that came to mind is that with that one long dogfight setup one could create a lot of cameras for cuts. Even cameras attached to a chasing or chased ship. With the fight movement basically random and not planned not all sections of any individual fight would look "good" up close. But the fight runs a long time. One should be able to find various good short sections to cut to.

Then on the NLE timeline you could setup a sequence of shots trimmed from that one big and long comp. The trim selecting the a suitable camera in the comp. No need for chronological time. Just pick short pieces that look good.

That is absolutely correct. In fact, I attached a camera to a point that was parented to a Behavior Point assigned to follow the Chasing Ship. The camera followed the chasing ship getting glimpses of the chased ship along the way. It looked really cool. The point is that it is very easy to set up in short order a lot of really nice dog fight shots without a lot of time or work involved. Put in whatever models you want to use and presto, instant dog fight in any sci-fi universe. The behavior effects are very powerful indeed.

I am waiting for @GrayMotion to jump in with the idea of using Action Pro to create an even more organic chase scene. I am already ahead of you...

@NormanPCN@spydurhank Hitfilm Sensei, Action Beta Pro made one of my super secret tricks obsolete, but I'll still cover it in a tutorial later. Basically I've used mocha to "mo-cap" spaceships. Take a camera with a wide lens into something like a parking garage (lots of planes from columns, beams and cars) and zoom the camera around to be the ship. Track the shot, then turn off the Imported camera but use its position/orientation data as motion data for a ship. Great for easing into a landing and one that's been in my pocket since Hitfilm 2.